Unreal is 20 Years Old

S3TC Texture Compression looked so good back in the day compared to without --- looking back at images with S3TC --- that's the Unreal I remember. No wonder it looked paltry last night.

s4-unreal.jpg


https://www.google.com/search?q=unreal+s3tc

Unreal engine was the only great thing I remember the Savage chipset running.
 
My voodoo banshee and Celeron 300a at 450mhz plugged into my Abit bh6... I had to tell all of my friends on ICQ about how awesome Unreal was... Good times.

Yeah, good times! I was actually trying to fire up my old P2 400 slot load, Asus P2B, 128MB RAM, 12mb 3dfx Banshee but it seems board died of sitting in the basement/garage for all these years. It seems to power but won't post. I still have an old hardware POST analyzer card but all point to bad board. I was really going to just get a replacement board on eBay just for the hell of it but these cost over $100 so that was the end of it. lol
 
only thing I didn't like about Unreal is the level design made them drag on forever.....I don't think I was ever able to play through the whole game.
 
The first Unreal was a pretty long game compared to most everything else in those days. I don't think many people saw those later levels. They (luckily) didn't miss all that much since the best levels were toward the middle anyway.

I don't think it was the first game to do so, but it was one of the first games to popularize 2 totally different firing modes for all of your weapons. The weapons were generally pretty balanced, too. Quake was straight-up nothing but rockets and grenades, but you could do well with almost anything in Unreal.
 
I enjoyed Unreal 2.
Wish they would make another SP Unreal title.

A new SP Unreal would be nice. Unreal 2 felt like their take on Halo. Wasn't all bad. While it wasn't as good as Halo, they had some nice scripted events for the wowzers. Worked at the time.
 
I installed the game from GOG and then patched it with the 227i patch.....Shocked to see it will let me play it at 3440x1440....Looks pretty good and it is as much fun as I remember from the old days. I have been playing it for 2 days now.
There are not that many old games that would hold my attention for this long....Pretty cool.
 
A bunch of guys in the UT community dev group wanted to remake/re imagine Unreal in modern graphics. I actually created two monsters for use in either UT or an Unreal remake, which I still think would be awesome.

CowHD0.jpg


TitanFinal1.jpg
 
A bunch of guys in the UT community dev group wanted to remake/re imagine Unreal in modern graphics. I actually created two monsters for use in either UT or an Unreal remake, which I still think would be awesome.
View attachment 76177

View attachment 76178

Those are AWESOME!

It would be so cool if the environment was fully destructible and the chunks of earth ripped out by the Titan persisted.
 
I couldn't play it. My computer is WAYYYYYYY too fast. One little keyboard tap and I move like 500 feet. And there is no way to slow it down.

And the inverted mouse thing is drove me crazy.
 
Yesterday I passed this link to my friends son who is 15....he was like :woot:

He can't wait to play it & see what games were like before he was born... :ROFLMAO::LOL:
 
I couldn't play it. My computer is WAYYYYYYY too fast. One little keyboard tap and I move like 500 feet. And there is no way to slow it down.

And the inverted mouse thing is drove me crazy.

I'm guessing it's the same issue as with UT 99. Changing the renderer from OpenGL to Direct 3D should fix it.

There also are steps you can take to get it to run at the proper speed with OpenGL. See here for instructions:

https://steamcommunity.com/app/13240/discussions/0/846945579778791510
 
Yesterday I passed this link to my friends son who is 15....he was like :woot:

He can't wait to play it & see what games were like before he was born... :ROFLMAO::LOL:

My kids are well versed in the classics. :D Every computer in the house is required to have Quake 3 Arena installed. We don't play it all that often anymore, but I'll be damned if my kids don't know how.

My daughters like Borderlands more though, and now my son has gotten into Fortnight. (which I suppose is better than his previous obsession with NBA2Kxx
 
Epic that's Unreal, but ummm hold my beer Maze War is 45 years old. Hell even Carmacks source of inspiration for Wolfenstein wouldn't exist probably if not for Maze War. It's the most PC game of all time and I'd argue most influential one by far ever in the existence of computers.

Features either invented for Maze War or disseminated by it include:
  • First-person 3-D perspective. Players saw the playing field as if they themselves were walking around in it, with the maze walls rendered in one point perspective. This makes the game one of the first, if not the first first-person shooter. It also could be considered a very early virtual reality system.
  • Avatars. Players were represented to each other as eyeballs. While some earlier games represented players as spacecraft or as dots, this was probably the first computer game to represent players as organic beings.
  • Player's position depicted on level map. Representation of a player's position on a playing field map. Unlike the playing field of a side-view or second-person perspective, this is only used for position reference as opposed to being the primary depiction of play. It does not normally depict opponents. The combination of a first-person view and a top-down, second-person view has been used in many games since.
  • Level editor. A program was written to edit the playing field design.
  • Network play. Probably the first game ever to be played between two peer-to-peer computers, as opposed to earlier multiplayer games which were generally based on a minicomputer or mainframe with players using either terminals or specialized controls, in 1973.
  • Client-server networked play. An updated version may well have been the first client-server game, with workstations running the client connecting to a mainframe running a server program. This version could be played across the ARPANET, in 1977.
  • Observer mode. In the 1974 and 1977 versions, a graphics terminal could be used by observers to watch the game in progress without participating.
  • Internet play. While not the first game to feature this, it certainly was a very early example running over the early Arpanet.
  • Modifying clients in order to cheat at the game.
  • Encrypting source code to prevent cheating.
 
Epic that's Unreal, but ummm hold my beer Maze War is 45 years old. Hell even Carmacks source of inspiration for Wolfenstein wouldn't exist probably if not for Maze War. It's the most PC game of all time and I'd argue most influential one by far ever in the existence of computers.

Features either invented for Maze War or disseminated by it include:
  • First-person 3-D perspective. Players saw the playing field as if they themselves were walking around in it, with the maze walls rendered in one point perspective. This makes the game one of the first, if not the first first-person shooter. It also could be considered a very early virtual reality system.
  • Avatars. Players were represented to each other as eyeballs. While some earlier games represented players as spacecraft or as dots, this was probably the first computer game to represent players as organic beings.
  • Player's position depicted on level map. Representation of a player's position on a playing field map. Unlike the playing field of a side-view or second-person perspective, this is only used for position reference as opposed to being the primary depiction of play. It does not normally depict opponents. The combination of a first-person view and a top-down, second-person view has been used in many games since.
  • Level editor. A program was written to edit the playing field design.
  • Network play. Probably the first game ever to be played between two peer-to-peer computers, as opposed to earlier multiplayer games which were generally based on a minicomputer or mainframe with players using either terminals or specialized controls, in 1973.
  • Client-server networked play. An updated version may well have been the first client-server game, with workstations running the client connecting to a mainframe running a server program. This version could be played across the ARPANET, in 1977.
  • Observer mode. In the 1974 and 1977 versions, a graphics terminal could be used by observers to watch the game in progress without participating.
  • Internet play. While not the first game to feature this, it certainly was a very early example running over the early Arpanet.
  • Modifying clients in order to cheat at the game.
  • Encrypting source code to prevent cheating.

Uh-huh. That's nice. Now lets get back to talking about Unreal.

I didn't play Unreal when it first came out, but I ended up playing it after I first got into UT99. I have fond memories of playing the game quite a bit and enjoying the heck out of it. Definitely going to give it another spin with those fan made patches and see how much I suck at old school shooters now days.
 
Unreal was the first game that caused me to switch from console gaming to PC gaming permanently. I remember seeing the flyby intro at a local CompUSA back in the summer of 1998. My jaw hit the floor. I saved what money I could from my summer job to build my first PC just for this game. The timing couldn't have been any better as well since 1998 & 1999 had some of the best PC game releases ever. Starcraft, Unreal Tournament, Half Life, Age of Empires II, Quake III & many other games dropped in those two years. Those years were some of the best times to be a PC gamer.

Also, Unreal Tournament still has one of the best soundtracks for a video game to this day!



 
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A bunch of guys in the UT community dev group wanted to remake/re imagine Unreal in modern graphics. I actually created two monsters for use in either UT or an Unreal remake, which I still think would be awesome.

What happened to the remake project? Its forum is empty, its UE forum thread gone, and its media taken down.


http://unreal1998remake.boards.net/
http://polycount.com/discussion/147915/unreal-1998-remake-the-first-two-levels
https://www.epicgames.com/unrealtournament/forums/showthread.php?14841-Unreal-(1998)-Remake
 

To tell you the truth, there was a wealth of talent, but no real plan.

Some people wanted to recreate the entire game, inch by inch, weapons, pick ups and everything in UE4.

others, like myself, wanted to recreate a small hand full of missions 're imagining' unreal with the existing UT gameplay.

I even made a concept level using ONLY UT assets to show how it could be done, screenshot below. Unfortunately, nobody could really agree.

TitanArena.jpg
 
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